This seamless 3D texture features an 8K resolution matte finish that authentically represents an injection molded hard plastic surface commonly used in modern furniture design. The base material is a durable polymer substrate formed through precision injection molding, resulting in a consistent grain orientation and subtle micro variations that simulate the natural plastic grain found in real-world furniture components. The surface finish is matte, with a finely detailed micro texture that imparts a soft, non-reflective appearance, enhancing the realistic tactile quality of the plastic. Neutral tones dominate the color palette, achieved through carefully balanced pigments embedded during the molding process, creating a sophisticated and versatile color scheme well-suited for a broad range of contemporary furniture styles and design applications.
Compositionally, the texture captures the intrinsic properties of hard plastic, including minimal porosity and a smooth yet subtly roughened surface that reflects the injection molding technique’s characteristic fine grain and micro-textural details. The PBR channels expertly convey this complexity: the BaseColor (Albedo) channel presents the neutral pigment tones and subtle shading variations; the Normal map delivers crisp micro texture and grain orientation for realistic light interaction; Roughness channels depict the matte, diffusive surface finish by balancing light scatter and absorption; Metallic is kept minimal to reflect the polymer’s non-metallic nature; Ambient Occlusion enhances shadow depth around micro features; and the Height/Displacement map subtly emphasizes gentle surface undulations and rounded edges typical of molded plastic furniture parts.
Designed for high-fidelity photorealistic rendering, this 8K resolution texture is optimized for use in Blender, Unreal Engine, and Unity, ensuring seamless integration into any 3D visualization or real-time project requiring premium PBR materials. The high resolution preserves intricate detail even at close camera distances, making it ideal for product visualization, architectural renders, or virtual prototyping of injection molded furniture. For best results, adjusting the UV scale to match actual furniture dimensions and fine-tuning roughness values can enhance realism by accurately replicating how light interacts with the matte finish and micro texture. This texture’s natural micro-variations and neutral tones provide a reliable foundation for diverse creative workflows that demand both aesthetic subtlety and technical precision.
How to Use These Seamless PBR Textures in Blender
This guide shows how to connect a full PBR texture set to Principled BSDF in Blender (Cycles or Eevee). Works with any of our seamless textures free download, including PBR PNG materials for Blender / Unreal / Unity.
What’s inside the download
*_albedo.png
— Base Color (sRGB)
*_normal.png
— Normal map (Non-Color)
*_roughness.png
— Roughness (Non-Color)
*_metallic.png
— Metallic (Non-Color)
*_ao.png
— Ambient Occlusion (Non-Color)
*_height.png
— Height / Displacement (Non-Color)
*_ORM.png
— Packed map (R=AO, G=Roughness, B=Metallic, Non-Color)
Quick start (Node Wrangler, 30 seconds)
- Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
- Create a material and select the Principled BSDF node.
- Press Ctrl + Shift + T and select the maps
albedo, normal, roughness, metallic (skip height and ORM for now) → Open.
The addon wires Base Color, Normal (with a Normal Map node), Roughness, and Metallic automatically.
- Add AO and Height using the “Manual wiring” steps below (5 and 6).
Manual wiring (full control)
- Create a material (Material Properties → New) and open the Shader Editor.
- Add an Image Texture node for each map. Set Color Space:
- Albedo → sRGB
- AO, Roughness, Metallic, Normal, Height, ORM → Non-Color
- Connect to Principled BSDF:
albedo
→ Base Color
roughness
→ Roughness
metallic
→ Metallic (for wood this often stays near 0)
normal
→ Normal Map node (Type: Tangent Space) → Normal of Principled.
If details look “inverted”, enable Invert Y on the Normal Map node.
- Ambient Occlusion (AO):
- Add a MixRGB (or Mix Color) node in mode Multiply.
- Input A =
albedo
, Input B = ao
, Factor = 1.0.
- Output of Mix → Base Color of Principled (replaces the direct albedo connection).
- Height / Displacement:
Cycles — true displacement
- Material Properties → Settings → Displacement: Displacement and Bump.
- Add a Displacement node: connect
height
→ Height, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
- Output of Displacement → Material Output → Displacement.
- Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
Eevee (or lightweight Cycles) — bump only
- Add a Bump node:
height
→ Height.
- Set Strength = 0.2–0.5, Distance = 0.05–0.1, and connect Normal output to Principled’s Normal.
Using the packed ORM
texture (optional)
Instead of separate AO/Roughness/Metallic maps you can use the single *_ORM.png
:
- Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
- R (red) → AO (use it in the Multiply node with albedo as above).
- G (green) → Roughness of Principled.
- B (blue) → Metallic of Principled.
UVs & seamless tiling
- These textures are seamless. If your mesh has no UVs, go to UV Editing → Smart UV Project.
- For scale/repeat, add Texture Coordinate (UV) → Mapping and plug it into all texture nodes.
Increase Mapping → Scale (e.g., 2/2/2) to tile more densely.
Recommended starter values
- Normal Map Strength: 0.5–1.0
- Bump Strength: ~0.3
- Displacement Scale (Cycles): ~0.03
Common pitfalls
- Wrong Color Space (normals/roughness/etc. must be Non-Color).
- “Inverted” details → enable Invert Y on the Normal Map node.
- Over-strong relief → lower Displacement Scale or Bump Strength.
Example: Download Wood Textures and instantly apply parquet or rustic planks inside Blender for architectural visualization.
To add the downloaded texture, go to Add — Texture — Image Texture.

Add a node and click the Open button.

Select the required texture on your hard drive and connect Color to Base Color.
